I am going to
try to build a Scavenger character. And I'm going to walk through the various steps.
To start with, the base stats for a Scavenger are:
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 4 4 2 1 6 7 6 6
I have 4 points to spend, and Scavenger keys mainly off of Skill and Luck, I know. Apparently. I'm still not quite clear how it all works.
I think I'll put two points into Skill, and then a point each into Luck and Speed.
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
Ok, now, 330 progression points.
Minimums takes 140 total points, and puts me as such:
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
40 10 10 10 10 10 10 10
There's still 190 points left to be spent, and most things can go up to 70 at max.
Ah, and we're skipping the Trainee stage (I think), so that's an extra 5 points to use. Ok. I have 195 points to put in places.
Now, I like Skill, Luck, and Speed, so let's make each of them 50%, at the very least.
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
40 10 10 50 50 10 10 50
That takes 120 points, so I have 75 100 left.
(Also, I'd put stuff under Con, Aid, and Move before, so my calcs were off. Nice to know I don't need to allocate to those.)
I don't care as much about health. It can be 50, too - a much smaller investment this time.
Let's also make everything at least 20.
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
50 20 20 50 50 20 20 50
That cost us another 50, so I'm at 50 points left.
Let's actually put those at 25.
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
50 25 25 50 50 25 25 50
30 points left, cool.
Let's just put another 5 into everything but Resistance and HP. Smart? Maybe not. But if I die, then oh well.
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
50 30 30 55 55 30 25 55
...wait, I lost track of the extra 5 from earlier. Cool, let's put that in Resistance.
HP STR MAG SKL LUK DEF RES SPD CON AID MOV
18 4 3 6 5 2 1 7 7 6 6
50 30 30 55 55 30 30 55
Alright, I think that's handled.
So, I have:
Weapon Skill: Hidden (D), Dark (D)
Starting Weapon: Iron Dagger or Flux
The dagger (in a vacuum on a frictionless plane would do 4+4 = 8 damage, hit on 99 or 100 (Does Luck(5)/2 round down to 2, or up to 3?), and crit on 13 or less.
Flux, meanwhile, does 6+3 = 9 damage, hits on 84 or 85, crits on 3 or less, and notably has reach, so I can use it from two squares away rather than just 1. I like range.
I'll start with the Flux spell. Daggers can't be that hard to get ahold of, anyway, right?
...I suppose I should look at the actual character sheet.
Name:
Class: Scavenger
Race: (No real mechanical effect)
Character Skill:
Affinity: (Leave Blank)
PF/
PS/
PS//
PS///
Preferred Stats: Skill, Luck
Weapon Proficiency: Hidden (D), Dark (D)
Total Level: 10(Note that you start at Level Ten, with levels being rolled.)
Level: 10
Base Stats / Progression 0/335%
HP: 18 (%) 50
STR: 4 (%) 30
MAG: 4 (%) 30
SKL: 6 (%) 55
LUK: 5 (%) 55
DEF: 2 (%) 30
RES: 1 (%) 30
SPD: 7 (%) 55
CON: 7
AID: 6
MOV: 6
Inventory
(Leave this blank, weapons/items will be chosen afterwards.)
Bio: (If any. Dreams, motivations. General era is Medieval Fantasy, with magic and dungeons bounties as a focus.)
So, ah, apparently starting weapons aren't here. Ok. I also don't know what this whole bit is:
PF/
PS/
PS//
PS///
Anyway, I'll come up with actual character stuff later; it's 3 in the morning here.
If I can get any advice, that'd be wonderful!
PART 2: Ok, I'm awake again, and I know what the personal flaws and skills are, as well as the character skill.
I think I'll take Pass for the character skill. Mobility is nice, and while celerity would be more useful if I have a straight shot to my destination, pass will probably be more effective when combat is actually underway.
As for the personal flaw and skills...
I feel like it makes sense for skill one to be +10 Hit and Evade after moving at least half my speed, and for skill two to be +10 Crit if I attacked last turn.
And the flaw. Hmn.
I'm thinking my guy would be trying to avoid getting locked into combat with any one enemy in particular. So, I'm thinking that if my target attacked me on their turn, I have -2 DMG, and it's time to go strike someone else.
Name:
Class: Scavenger
Race: (No real mechanical effect)
Character Skill: Pass
Affinity: [TBD]
PF/ If the target has attacked the character on their turn, the character loses 2 DMG until their next turn.
PS/ If the character moved more than half their MOV,
PS// If the character has attacked on their previous turn, the character gains +10 Critical until their next turn.
PS///
Preferred Stats: Skill, Luck
Weapon Proficiency: Hidden (D), Dark (D)
Total Level: 10(Note that you start at Level Ten, with levels being rolled.)
Level: 10
Base Stats / Progression 0/335%
HP: 18 (%) 50
STR: 4 (%) 30
MAG: 4 (%) 30
SKL: 6 (%) 55
LUK: 5 (%) 55
DEF: 2 (%) 30
RES: 1 (%) 30
SPD: 7 (%) 55
CON: 7
AID: 6
MOV: 6
Inventory
(Leave this blank, weapons/items will be chosen afterwards.)
Bio: (If any. Dreams, motivations. General era is Medieval Fantasy, with magic and dungeons bounties as a focus.)